From 06202ef05a2e7725f355aaf30ca84438ad84f986 Mon Sep 17 00:00:00 2001 From: Maxxiii <30539708+Maxxiii@users.noreply.github.com> Date: Wed, 2 Sep 2020 15:12:45 +0300 Subject: Initial commit --- .../Cliffs_III_Your_Cliffs_In_Hammer.html | 460 +++++++++++++++ .../Cliffs_II_Texturing_Cliffs.html | 521 +++++++++++++++++ .../Cliffs_I_Generating_Cliffs.html | 545 ++++++++++++++++++ .../Terrain_Generator-Tutorials/Making_A_Cave.html | 515 +++++++++++++++++ .../Terrain_Generator_Map_Files.html | 634 +++++++++++++++++++++ 5 files changed, 2675 insertions(+) create mode 100644 subpages/Terrain_Generator-Tutorials/Cliffs_III_Your_Cliffs_In_Hammer.html create mode 100644 subpages/Terrain_Generator-Tutorials/Cliffs_II_Texturing_Cliffs.html create mode 100644 subpages/Terrain_Generator-Tutorials/Cliffs_I_Generating_Cliffs.html create mode 100644 subpages/Terrain_Generator-Tutorials/Making_A_Cave.html create mode 100644 subpages/Terrain_Generator-Tutorials/Terrain_Generator_Map_Files.html (limited to 'subpages/Terrain_Generator-Tutorials') diff --git a/subpages/Terrain_Generator-Tutorials/Cliffs_III_Your_Cliffs_In_Hammer.html b/subpages/Terrain_Generator-Tutorials/Cliffs_III_Your_Cliffs_In_Hammer.html new file mode 100644 index 0000000..436178c --- /dev/null +++ b/subpages/Terrain_Generator-Tutorials/Cliffs_III_Your_Cliffs_In_Hammer.html @@ -0,0 +1,460 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
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+
Cliffs + III: Your Cliffs In Hammer - NemPosted: Jul 3rd, 2003 - 11:35:08 pm +
+
+
+

This tutorial covers what to do with your Terrain Generator created terrain in Hammer. It is a + continuation of the Texturing + Cliffs tutorial and assumes you have a .RMF of your terrain.

+ +

First things first, let's load up the terrain TG created in Hammer. You'll notice that everything is + how it was in TG only now each quad has been replaced with two five face brushes. You'll also notice + that TG has added some handy VIS Groups to your level, one for the sky brushes contained in the + terrain, one for the hint brushes contained in the terrain (which are currently invisible) and one for + the terrain itself. Your map should look something like:

+ +
+ +

It also is important to note that because TG deals with quads, some for the new brushes may not be + textured correctly as shown below:

+ +
+ +

You'll want to clean these up.

+ +
+ +

Now we've come quite a way to completing our terrain, but there is still a fair bit of work left to + be done. We have a massive world with a few thousand brushes and were going to want to remove as many + brushes that aren't visible form the ground as we can to save both on r_speeds and .BSP limitations. + The below picture illustrates just which brushes to target.

+ +
+ +

There isn't really any simple way to do this other then brush by brush deletion, whenever possible + try to follow the contours of the terrain for a seamless as possible result as shown below:

+ +
+ +

This is what my final terrain looked like:

+ +
+ +

Notice how the center of the level has also been removed? This will allow us to block the line of + sight from one side of the map to the other reducing r_speeds and compile times. Finally fill these + gaps back up with sky brushes that extend all the way to the ceiling. And that's it, just add a light + and a player start and you're ready to compile:

+ +
+
+
+
[ 42492 Views ] +
+
+

+
[ 1 2 + ]

+
+
+
1. pebePosted: Oct 11th, 2003 - 9:03:28 am +
+
+

+ exhausted
+
+ I can't get the sky things to work, i get LEAK everytime!
+
+

+
+
+
2. xantePosted: Oct 21st, 2003 - 11:39:55 pm +
+
+

+ Could you show a better picture of what to delete, the image for the brushs to delete is kinda small. A + quick flash animation or something would be very appreciated. :)
+
+

+
+
+
3. NemModified: Aug 6th, 2006 - 6:49:10 pm +
+
+
There is nothing really special about which brushes to delete, what you want to focus + on is the brushes that you can't see when you're on the ground (the ones that curve over the top of the + cliffs). You may find it easier to compile your map (without running VIS) to see which brushes to + delete.
+
+

+
+
+
4. GriffinPosted: Apr 27th, 2004 - 4:58:44 pm +
+
+

+ How do i get rid of the "hint" brushes besides deleting all 1000+ of them? i cant see my map
+
+

+
+
+
5. NemPosted: Apr 27th, 2004 - 7:03:58 pm +
+
+

+ You can prevent TG from exporting them by going to the File->Export->Export Options form then to + the '.RMF' tab then by unchecking the 'Use Hints' option or you can simply hide the VIS group in + Hammer.
+
+

+
+
+
6. zooyorkbmxerPosted: Jun 30th, 2004 - 4:42:57 pm +
+
+

+ can u help me..
+ whenever i put it into the hammer thing..
+ i only get the wire frame.. none of the textures show up or anything
+ help me pleez
+
+

+
+
+
7. I3urnPosted: Jul 12th, 2004 - 9:15:52 am +
+
+

+ thats easy to fix just go to view and click 3d textured polygons then it will show the textures for the + last section that was used. happy
+
+

+
+
+
8. ElvenTrumpeter36Posted: Nov 6th, 2004 - 10:32:19 am +
+
+

+ Is there an easy way to make the sky fit the contour of all the brushes you delete? also, would it be + possible for you to post pictures that aren't quite so dark. it is pretty hard to see that you are + actually changing anything until the end
+
+ thankswatermelon
+
+

+
+
+
9. NemPosted: Nov 7th, 2004 - 10:23:56 am +
+
+

+ To be honest, there isn't any real easy way to make the sky fit the contour of the brushes.
+
+ I did a search for the tutorial RMF to see if I could upload it but I couldn't find it. I may redo it if + I get a chance.
+
+

+
+
+
10. JP__JPPosted: Nov 19th, 2004 - 2:26:47 pm +
+
+

+ always when i try to load my exported rmf into hammer, it locks up and says it's not respondingyelling. Does anyone know howto + fix it?
+
+

+
+
+
11. NemPosted: Nov 19th, 2004 - 2:57:51 pm +
+
+

+ What version of Hammer? The RMF TG exports is NOT for the Source Hammer editor (try a MAP file).
+
+

+
+
+
12. sdfgPosted: Feb 11th, 2005 - 10:22:48 am +
+
+
Thanks Nem, great tool
+

+
+
+
13. sotangPosted: Mar 4th, 2005 - 12:01:07 am +
+
+
Hey Nem, got it working, thanks. Oh I have a question.. what textures are you using? + and how do you do the sky thing? I don't have a sky texture and I'm using the halflife.wad. Am I doing + something wrong? Also you could highlight a lot of the things at a time and delete them. Makes things + easier.. I reduced my map in about 5 minutes..... well anyway... could you explain the sky thing again + and what textures are you using? Thanks
+

+
+
+
14. NemPosted: Mar 4th, 2005 - 1:24:57 pm +
+
+
The textures are mostly from the various DOD .wad files.
+
+ The sky can be set in the Options form. Go to the textures tab and specify the six files that make up + the skybox. This is a cosmetic option only.
+

+
+
+
15. sotangModified: Mar 5th, 2005 - 10:23:28 pm +
+
+
yeah, but I do not have a skybox texture.... it's not included in my halflife.wad. I + do not currently have any custom .wad's either... hmmm and I have two questions. How do I add a tree and + how do I get a forest type sky...? Thanks
+

+
[ 1 2 + ]

+
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Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Terrain_Generator-Tutorials/Cliffs_II_Texturing_Cliffs.html b/subpages/Terrain_Generator-Tutorials/Cliffs_II_Texturing_Cliffs.html new file mode 100644 index 0000000..5e7954a --- /dev/null +++ b/subpages/Terrain_Generator-Tutorials/Cliffs_II_Texturing_Cliffs.html @@ -0,0 +1,521 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
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+ +
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+
Cliffs + II: Texturing Cliffs - NemPosted: Jul 3rd, 2003 - 11:48:43 pm +
+
+
+

This tutorial covers some of the basic tools TG provides for texturing your terrain. It is a + continuation of the Making + Cliffs tutorial and assumes you have a similar terrain to texture.

+ +

The terrain we generated in the previous tutorial consists of two basic layers, the cliffs and the + paths between the cliffs. This is the perfect setup for the 'Texture Layering Tool'. Let's load it up. + From the 'Tools' menu select 'Textures' then 'Set Texture Layers'. Your screen should look like this: +

+ +
+ +

First off we need to set the lower and upper bound for the path layer. For the 'Lower Bound' select + something that falls below the 'Min' value, for the 'Upper Bound' select something approximately one + third up from the 'Min' value in relation to the 'Max' value. If you're a little confused about what + values to use just use something you think will fall around the general range of the height of the + path.

+ +

Next we need to select what texture we want to use in this layer, since this is the path layer I + decided to use a grass texture. To browse through your currently loaded textures press the button with + the two dots beside the 'Texture' field. A window will pop up and you can select a texture by double + clicking it as shown below:

+ +
+ +

Next you will need to select a 'Steep Texture' this is the texture that will be used on faces that + have a greater incline then that of the 'Steep Angle' i.e. the cliffs. For this I have selected a rock + texture. When you are satisfied with the path layer press the 'Add' button. Your screen should look + something like:

+ +
+ +

Next we need to add the cliff layer, for the 'Lower Bound' select the previous layer's 'Upper Bound' + and for the 'Upper Bound' use a value greater then the 'Max' value. Once you have the bounds set you + need to select a 'Texture' for the layer. For this use the same texture that you used for the previous + layer's 'Steep Texture'. Once you are happy with the cliff layer press the 'Add' button to add it to + our list of layers. It should all look something like:

+ +
+ +

Finally press the 'Apply' button to retexture the terrain using your custom texture layers. Your end + result should look something like this (if it doesn't you can go back and edit the texture layers you + created until you get the desired texturing.):

+ +
+ +

Now while the 'Layer Texturing Tool' will do most of the texturing for you, you'll still notice that + there will be a few quads textured without the correct texture as shown below:

+ +
+ +

To fix this simply select the 'Paintbrush' tool from the 'Tools' menu and browse to the correct + texture using the controls on the left of the form. Once you have the correct texture selected left + click and drag your mouse over the terrain you wish to retexture. The end result should look something + like:

+ +
+ +

Now were going to want to increase the scale of the textures to help eliminate that ugly tiling + effect. With the 'Paintbrush' tool move your mouse until its selection is over the grass textured + quads. Next press 'M' on your keyboard to mark that quad as shown below:

+ +
+ +

Next head over to the alignment tab on the left and jack the U and V scale up to about 4. This will + change the scale of the selected quad as shown below:

+ +
+ +

This is all very well and good but we want these settings to be applied to all of the grass textured + quads. Fortunately for us there is a simple painless way to do this. With the scaled quad still marked + select 'Tools' then 'Textures' and finally 'Wrap All From Marked'. Now all the grass textured quads + should all be scaled and aligned to the marked quad as shown below:

+ +
+ +

All that's left now is to repeat this process with the rock textured terrain. When all's said and + done your end result should look something like:

+ +
+ +

Last but not least we're going to export out terrain for use in Hammer. From the 'File'menu select + 'Export' then 'Export Options'. This will bring up the 'Terrain Generator Options' form and allow us + to customize how the terrain is exported to the .RMF file. Select the below options:

+ +
+ +

Finally from the 'File' menu select 'Export' and then '.RMF File' and export your terrain to + somewhere on your disk (be sure to save it too so you can load it up and edit it later). We are now + ready to prepare our terrain for Half-Life. Please continue to the next + page.

+
+
+
[ 42321 Views ] +
+
+

+
[ 1 2 + ]

+
+
+
1. omniragePosted: Jul 6th, 2003 - 4:09:39 pm +
+
+

+ Nice, finally know how to use the layer feature :)
+
+

+
+
+
2. CamboneModified: Jul 12th, 2003 - 9:37:57 pm +
+
+

+ Thanks You for this great Application!
+
+

+
+
+
3. EdUdEPosted: May 7th, 2004 - 10:35:34 pm +
+
+

+ exhausted
+ is there a way to make it so that there is null textures on the 90 degrees or which ones u cant see for + lag reduction?
+
+

+
+
+
4. NemPosted: May 8th, 2004 - 11:49:19 am +
+
+

+ I'm sure you could use the Texture Layering Tool to accomplish that...
+
+ miam
+
+

+
+
+
5. NistelrooyPosted: Aug 30th, 2004 - 10:15:00 am +
+
+

+ Excellent application!
+
+ But i have a question: when i use the raise tool (or
+ mountain tool), and then create a high textured mountain appears an ugly "texture clamping" effect in + the textures. This happens when quads are stretched too much in a high cliffs. So, how can i avoid this? + It could be possible to repeat the textures in those quads to eliminate this effect?
+
+

+
+
+
6. NemPosted: Aug 30th, 2004 - 10:05:48 pm +
+
+

+ There is no automatic system for this; you'd have to manually adjust the texture on each face.
+
+

+
+
+
7. sotangModified: Mar 2nd, 2005 - 11:55:07 pm +
+
+
I have used the "mark" and then U-V up to 4.00. I hit nothing else, and then I go to + Tools
+ ->Textures->Wrap All from Marked. I do this and nothing happens. I tried it with the rock wall + too, nothing. Is there something else I have to do? I still have the box checked when I'm doing it too. + It's just like you showed, but it won't work...exhausted. Lol gettin flustered with this. Oh well, it's an AWESOME + program anyway A++++++ good work Nem.
+

+
+
+
8. NemPosted: Mar 3rd, 2005 - 1:27:34 am +
+
+
Because of the way the control works in Windows, you can't just type in 4, you have + to use the arrows (or type 4 then use the arrows).
+

+
+
+
9. c0uchm0nsterPosted: Mar 8th, 2005 - 4:56:28 pm +
+
+
Trying to export to vmf I get:
+
+ terrain size not divisible by displacement subdivision size
+ terrain size should be a multiple of 4, 8 or 16 (and the appropriate displacement power selected)
+
+ I've tried subdivision size 2, 3, and 4. Terrain size is 30, 30, 256
+
+ X range: 7680
+ Y range: 7680
+ Z range: 1838
+ multiply them is divisible by 4, 8, AND 16
+
+ So I've tried every option and still get the error on export - any suggestions? Thanks
+

+
+
+
10. NemPosted: Mar 8th, 2005 - 5:22:16 pm +
+
+
Sorry, to clarify, the amount of triangles on each axis should be divisible by 4, 8 + or 16 (preferably one of the latter two), not the physical dimensions. For example, 32, 32, and 256 + would work for all three.
+

+
+
+
11. c0uchm0nsterPosted: Mar 8th, 2005 - 5:26:37 pm +
+
+
ah, thanks - you might want to change that in your tutorial on page 1 of the cliffs + stuff, as it suggests 30 30 256
+ guess i've gotta start over sad +
+

+
+
+
12. NemPosted: Mar 8th, 2005 - 5:43:56 pm +
+
+
Well, keep in mind that this tutorial was designed for Half-Life, not Half-Life 2. + For Half-Life 2 I would suggest something more like 160, 160, 96. This will give you a very large + detailed terrain.
+

+
+
+
13. BTRY + B 529th FA BNPosted: Apr 14th, 2005 - 7:30:19 pm +
+
+
I see under 'Texture Browser' in pic 2 there are a few folders to choose textures + under 'WAD Files/terrain' like 'grass' 'dirt' etc etc. I am extremely new at this so I have to ask this + question. Where or how do i get texture folders like that? Do i need some sort of .wad viewer to sort + through textures and put them into a folder? or.... please help
+
+
+

+
+
+
14. HomerModified: Apr 14th, 2005 - 10:12:39 pm +
+
+
How do you set the Background image or SKY Image?
I + would like to use an outside/myown background if that possable?

By the way this is a great + tool.
happy
+

+
+
+
15. NemPosted: Apr 16th, 2005 - 1:15:04 pm +
+
+
The texture grouping is done by <wadname>.wdl files located in your ...\Terrain + Generator\config\wads folder. These are simple text files that are used to tell Terrain Generator how to + group textures, but are not necessary for viewing them.
+
+ The background is set in the Options form under the Textures tab. There are six dialogs that allow you + to select each of the six faces in your skybox. Terrain Generator expects the textures to be in the + standard Half-Life format. They have no effect on the outcome of your terrain.
+

+
[ 1 2 + ]

+
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Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Terrain_Generator-Tutorials/Cliffs_I_Generating_Cliffs.html b/subpages/Terrain_Generator-Tutorials/Cliffs_I_Generating_Cliffs.html new file mode 100644 index 0000000..1e6c992 --- /dev/null +++ b/subpages/Terrain_Generator-Tutorials/Cliffs_I_Generating_Cliffs.html @@ -0,0 +1,545 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
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+
Cliffs + I: Generating Cliffs - NemPosted: Jul 4th, 2003 - 12:01:39 am +
+
+
+

This tutorial series goes through the basic steps needed to create a cliff based level for Half-Life. + Additionally it will cover many of TG's basic tools, generation and texturing features as well as how + to plan your level to insure it performs well in Half-Life.

+ +

First off we need to create some starting terrain. To do this we first need to access the 'New + Terrain' form in TG. From the 'File' menu select 'New'. For this tutorial I chose to use a setting of + 48 triangles along the X and Y axis with a triangle size of 160 units. This will produce a large + +/-3840 unit level which is just inside the +/-4096 hard-coded Half-Life limit. Your screen should + look something like this:

+ +
+ +

Now it is important to note that increasing the size of each triangle and decreasing the number of + triangles along each axis will reduce r_speeds and compile times, so feel free to experiment with + these values as I have chosen a very detailed terrain. Other configurations such as 40/40/192 and + 30/30/256 will all result in the same sized terrain with the latter containing approximately 40% of + the triangles. Once you are happy with your setting hit 'OK', you should now be staring at some + terrain:

+ +
+ +

Next we are going to add some generated features to the terrain. From the 'Terrain' menu select + 'Generate'. Under the 'Geometric' tab check the 'Circle Algorithm' and fill in the below settings, + this will produce some mild bumpy features on the terrain.

+ +
+ +

We next want to smooth these features down to be less obtrusive. To do this we will use both the + 'Smooth' and 'Erode' options under the 'Smoothing' tab. Your settings should look something like:

+ +
+ +

Finally, since this is random terrain, we will probably want to try the generation features a couple + of times until we get one that most suits are needs, to do this we will need to reset the terrain from + generation to generation. Under the 'Miscellaneous' tab select the 'Reset' option and give it a value + of 0:

+ +
+ +

Now that we have everything set up all we have to do is press the 'Generate' button. This will close + the 'Terrain Generation Features' form and generate our settings on the terrain. The end result we are + looking for is shown below, basically a flat yet uneven landscape. If you are not happy with the + result all you have to do is select 'Regenerate' from the 'Terrain' menu and a new set of features + will be generated. Feel free to experiment with the settings until you're happy with your starting + terrain. Here is what my terrain currently looks like:

+ +
+ +

Next we are going to add some height variations to our terrain to build the cliffs off of. Select + 'Raise/Lower' from the 'Tools' menu and drag four or five sections of the terrain up 1000-2000 units. + Your end result should look something like (I know it looks silly):

+ +
+ +

We are about to perform some pretty severe alterations to our terrain so it might be a good idea to + back it up first, in the 'Edit' menu select 'Push Revert'. This will save a copy of your terrain on + TG's Undo/Redo stack which you can pop back up at any time (restoring your terrain back to the state + it was in when you pushed it on the stack (phew)).

+ +

Next lets create some cliffs. Grab the 'Flatten' tool from the 'Tools' menu and position it so its + selection is on top of one of the chunks of terrain we raised with the 'Raise/Lower' tool. Now press + and hold your left mouse button and drag your selection outlining any paths you want to create in your + terrain. If you're confused check the below picture and you should be able to figure out what I mean. + If you screw up you can always select 'Undo' from the 'Edit' menu, or if there aren't enough undo + states to undo what you've done, just pop the revert state back with the 'Pop Revert' button. Your end + result should look something like:

+ +
+ +

Now we've got some nice smooth paths running through some horrible blocky terrain. Let's remedy that + shall we? What we basically want to do is smooth the cliff portion of our terrain without touching our + paths (the terrain in between the cliffs). From the 'Tools' menu select the 'Lock' tool. Next proceed + to drag this tool along the paths of your terrain highlighting all the vertices you want to lock in + green. If you lock anything you didn't want to you can either press 'Undo' or use the 'Unlock' tool. + Your paths should be highlighted as shown below:

+ +
+ +

To complete our cliffs out were going to perform some erosion and smoothing on them via the 'Terrain + Generation Options' form (from the 'Terrain' menu select 'Generate'). First make sure nothing we don't + want to run is checked, right click anywhere on the form and select 'Uncheck All Options' (or just go + through each tab unchecking everything as you go). Next fill out the 'Smoothing' tab to look something + like:

+ +
+ +

Finally hit the 'Generate' button and your cliffs should appear all smooth without affecting your + paths. Here is what my terrain currently looks like:

+ +
+ +

From here you may continue to modify your terrain until you have it exactly as you want it. If you + wish to unlock all the locked vertices you can accomplish this by selecting 'Tools' then 'Locking' + then 'Unlock All Points'. Once you are happy with your terrain head on over to the next + page and we'll discus how to texture it.

+
+
+
[ 59659 Views ] +
+
+

+
[ 1 2 + ]

+
+
+
1. cs_sweModified: Dec 12th, 2003 - 2:08:45 pm +
+
+

hej
halloween ddddddddd color
+
+

+
+
+
2. FelkisBrazilPosted: Feb 2nd, 2004 - 7:06:02 pm +
+
+

+ Well... you guys did a wonderful work with this tutorials... they couldn�t be more explained than + this..
+
+ I just got a problem... I made my terrain, following all your instructions and it worked... the problem + is that when i select TEXTURE, from the TOOLS MENU, nothing is avaiable there (cant click on + anything)..
+
+ What did i do Wrong?
+ I wanna make a CS map
+
+ Tks!!!
+
+
+
+

+
+
+
3. FelkisBrazilPosted: Feb 2nd, 2004 - 7:11:52 pm +
+
+

+ I got it... just had to choose a WAD file in the PACKAGE menu!
+
+ U guys r the best =]
+
+

+
+
+
4. WarHawkPosted: Feb 22nd, 2004 - 6:34:09 am +
+
+

im kinda new to all this [n00b big time and yes i admit it] and i cant get my + camera to change i can strafe side to side turn and go forward or backwards but ive tried everything to + look Down or up and it wont....... also i cant get the background pics like the sky and that which just + looking at a bit of map in the pitch black is kinda..... depressing plus it would give me a chance to + see what kinda backgrounds would work well with me terrain
+
+ need help
+ most appreciated
+ thanx
+
+

+
+
+
5. WarHawkPosted: Feb 22nd, 2004 - 8:46:16 am +
+
+

ok i was stupid obviously i didnt do everything as i found out how to look down [ + stupid right mouse button] so thats that sorted i still dont know how to put in the sky/background + tho
+
+ and ideas
+
+ thanx again
+
+

+
+
+
6. NemModified: Feb 22nd, 2004 - 10:06:43 am +
+
+

+ 'How to move' is also explained in the FAQ...
+
+ lazy
+
+ Anyways, to set the background pictures go to your 'Tools->Options' form, from there head over to the + 'Textures' tab and use the six fields (Up, Down, Right, Left, Front and Back) to allow you to set the + six different sky textures.
+
+

+
+
+
7. TheMajorPosted: Apr 9th, 2004 - 2:43:28 am +
+
+

+ I'm having trouble in Windows XP adding a WAD package - it stops responding after about 5 minutes. + Please help if you can!
+
+

+
+
+
8. NemPosted: Apr 9th, 2004 - 10:18:58 am +
+
+

+ If it is the Half-Life.wad or some other massive WAD don't bother trying to load it. TG wasn't really + ment to handle them (though 5 minutes seems a litle high).
+
+

+
+
+
9. sWeeX-Posted: Aug 25th, 2004 - 5:48:56 am +
+
+

+ coolheej
+
+

+
+
+
10. QsligPosted: Sep 30th, 2004 - 1:15:16 pm +
+
+

Next lets create some cliffs. Grab the 'Flatten'
Quote: +
+
tool from the 'Tools' menu and position it so its selection is on top of one of the + chunks of terrain we raised with the 'Raise/Lower' tool. Now press and hold your left mouse button and + drag your selection outlining any paths you want to create in your terrain. If you're confused check + the below picture and you should be able to figure out what I mean. If you screw up you can always + select 'Undo' from the 'Edit' menu, or if there aren't enough undo states to undo what you've done, + just pop the revert state back with the 'Pop Revert' button. Your end result should look something + like

+
+ I cant get it like that, when I use flattern tool it only make it flat not cliffs like that =/
+
+
+

+
+
+
11. warlords909Modified: Oct 28th, 2004 - 10:29:13 am +
+
+

+ ok.. i have everything right expect this textures... i tryed to get a wad picture file but it displays + none in the package menu.. i also tryed to get sky texture but they diisplayed none eaither i am running + on windows xp is that a problem how can i get these texturez???!!?!? plz helpalarmed
+
+

+
+
+
12. MethisitosPosted: Feb 18th, 2005 - 5:04:09 pm +
+
+
I can't find any wad packages to add anywhere.
+ Windows xp here. Any help would be much appreciated.halloween
+

+
+
+
13. NemPosted: Feb 18th, 2005 - 10:23:08 pm +
+
+
They are locked away in your GCF files. You need to use GCFScape to extract the ones + you want.
+

+
+
+
14. MethisitosPosted: Feb 19th, 2005 - 11:24:17 am +
+
+
I downloaded the gcfscape and looked through every gcf file I could with no luck. + This is for HL2 btw. apple
+

+
+
+
15. NemPosted: Feb 19th, 2005 - 12:33:10 pm +
+
+
Ah, OK. Terrain Generator was designed for Half-Life 1 and as such texturing for + Half-Life 2 is kind of limited (at this point). It can still be done, however, read my various posts in + this + thread to see how.
+
+ One of my priority projects is a rewrite of Terrain Generator (i.e. v4) to add full Source support and + interoperability and to improve the rendering engine to support larger terrains.
+

+
[ 1 2 + ]

+
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Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Terrain_Generator-Tutorials/Making_A_Cave.html b/subpages/Terrain_Generator-Tutorials/Making_A_Cave.html new file mode 100644 index 0000000..bcd4719 --- /dev/null +++ b/subpages/Terrain_Generator-Tutorials/Making_A_Cave.html @@ -0,0 +1,515 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
Making + A Cave - NemPosted: May 26th, 2003 - 11:03:17 pm +
+
+
+

In this sample tutorial I will describe one of the best ways to create a cave in Terrain Generator. + This tutorial also shows the general use of the Raise/Lower and Touch-Up tools as well as the + smoothing pass.

+ +

First off we need to generate our starting terrain. Because this is only a small cave I chose 12 * 12 + dimensions with the Length set to 128 units. Don't use any of the other generation options for this + step.

+ +
+ +

Once you've got the terrain ready select the 'Touch-Up' tool. With it lock all the vertecies that you + don't want to use for your cave, ie outline the shape of your cave by locking all the vertecies + outside of it. To lock a vertex simply press the 'L' key when you have it highlighted. You can cycle + through the selected vertex in a square by rolling your mouse wheel. Also locking lots of vertecies + tends to slow the program down, to fix this you can choose not to highlight locked vertecies in the + 'View-->Highlight' menu. Your final outline should look something like this:

+ +
+ +

Next alter the heights of the vertecies on the border of the outline with the 'Touch-Up' tool so that + they form a uneven outline. Note you can use the 'Page Up' and 'Page Down' keys for greator control: +

+ +
+ +

Now were going to make the bottom half of our cave. With the Raise/Lower tool make a rough outline of + the shape of the caves base. Next run it through a smoothing pass (in the 'Map' menu) this will give + you a good smooth general shape to work off of. Finally add some roughness back into the terrain with + the 'Raise/Lower', 'Noise', or 'Touch-Up' tool (up to you). Your result may look something like this: +

+ +
+ +

Now that the bottom of our cave is complete were ready to export it. In the 'File-->Export' menu + select the 'Exportation Options'. I'd recommend you use the 'Best Fit' style and uncheck the 'Hints' + and 'Sky Brushes'. Also make sure for the 'Direction' you have 'Flatten Bottom' selected. Now that + your ready export it using the 'Export to .MAP File' command:

+ +
+ +

Next were going to take the terrain we made for the bottom of the cave and reuse it for the top. + Simply take the 'Raise/Lower' tool and following the steps used before do the same thing only make it + a hill instead of a valley. Your finished result may look something like:

+ +
+ +

Again were going to export the terrain only this time were going to set the 'Direction' to 'Flatten + Top'. Once you've done that export the terrain again (only to a different file):

+ +
+ +

For this next step I'm going to be using the QuArK editor. However, this step does not require any + special features and simply reading what I write should be enough for you WorldCraft users to follow. + Start a new map in your editor and copy and paste the cave bottom and cave top into it. Then simply + align the two together (because we locked the outer vertecies it'll be a perfect fit)! It should look + something like this when your done:

+ +
+ +

Next we can clean it up a bit by deleting any unused triangles:

+ +
+ +

And last but not least we'll add some funky lighting, a walkway, and stick a little hole in the roof + for looks. This is what my finished terrain looked like in Half-Life. Not bad eh?

+ +
+

+

+ +
+ +

I've uploaded my finished map so you can take a look at it. Unfortunately the map is phrased in QuArK + which means WorldCraft users will lose some texture alignment data when they view it. You can get it + here + (23kb zipped).

+
+
+
Modified: Jul 2nd, 2003 - 11:32:38 am[ 39946 Views ] +
+
+

+
[ 1 2 + ]

+
+
+
1. hugo786Posted: Aug 8th, 2003 - 12:18:19 am +
+
+

+ I just found tg and am reading your tutorials, and just thought i'd say that this is an old version of + tg in this tutorial and is a lot different from the new version. I guess it really isn't important, i + just thought i'd point it out.
+ Just thought i'd also say tg is a great tool. Thx!happy
+
+

+
+
+
2. NemPosted: Aug 8th, 2003 - 10:34:51 am +
+
+

+ It was v2.3.0 Beta, I've been meaning to update it but it still should get the job done as is.
+
+

+
+
+
3. XenocidePosted: Aug 30th, 2003 - 12:57:31 pm +
+
+

+ Although this is a good tutorial, i dont understand the "Exportation" part towards the endsad , + but apart from that TG is a really useful program happyThank. Also how can i play these maps on CS, im new..
+
+

+
+
+
4. NemModified: Aug 6th, 2006 - 6:58:29 pm +
+
+
Basically you are exporting two terrains, one is the top half of your cave, and the + other is the bottom half. In TG v3.0.0 Beta Top is equivalent to Flatten Bottom and + [i]Bottom[.i] is equivalent to Flatten Top.
+
+

+
+
+
5. zoltanPosted: Oct 24th, 2003 - 10:35:50 pm +
+
+

+ Hey nem,
+ folder
+
+ Since you are apparently well versed in the ways of map making, I was wondering what you considered as + the pros and cons of the various map making tools (Hammer vs. Worldcraft vs. QuArK)
+
+ I currently am trying to learn Hammer, but when I export your files to hammer .rmf format, they lose all + their textures and the water disappears.
+
+ Also, is it easier for half-life to run a map made with a room cut out of a series of large triangles + (as exported by your terrain editor) or as a set of walls?
+
+ any kind of general tips would be meditated upon daily.
+
+ Thanks in advance, Zoltan (n00b local chapter 133)
+
+

+
+
+
6. NemModified: Aug 6th, 2006 - 6:59:05 pm +
+
+
I'm not going to go into the pros and cons of the various editors because in the end + they are all capable of the same thing; it's just a matter of preference.
+
+ You shouldn't be losing your texture information when you open the .rmf files TG creates in Hammer. You + do however need the same .wad files you use in TG to be open in Hammer.
+
+ TG exports triangles because it simplifies the whole process (triangles must be planar). Do not go + splitting your walls up into triangles, it will produce more polygons then necessary and confuse + CSG.
+
+

+
+
+
7. GriffinPosted: Apr 28th, 2004 - 6:21:20 pm +
+
+

+ how do i hollow out the cave once i have the two halves put together?
+
+

+
+
+
8. NemPosted: Apr 29th, 2004 - 7:28:51 pm +
+
+

+ The cave should be hollow if you set the exportation options correctly. TG 3.0.0 supports the same + options.
+
+

+
+
+
9. rtPosted: May 29th, 2005 - 7:34:19 pm +
+
+
where do you get the quark editor and can you export in .xml
+ where
+

+
+
+
10. NemPosted: May 30th, 2005 - 12:35:17 pm +
+
+
You can find it here. And no, + it doesn't export .xml files...
+

+
+
+
11. nems_toolsPosted: Feb 26th, 2006 - 9:43:47 pm +
+
+
i was wondering how you can get both bottem half file and top half file onto one + project. thanks.
+
+
+
+
+ P.S: this program is great
+

+
+
+
12. NemPosted: Feb 27th, 2006 - 12:40:39 pm +
+
+
It depends on the editor you are using, but usually if you open both in separate + windows, you can copy from one window to the other.
+

+
+
+
13. Eagle + 1Posted: May 25th, 2006 - 6:51:30 pm +
+
+
hay, I have been using TG for a while now and i was wondering if you where going to + make another version or up date the current... if so could i recomend putting in a "invers terrain" that + works in the same way as the "invers locked points"
+
+ BTW TG is freaking awsome
+

+
+
+
14. NemPosted: May 26th, 2006 - 9:48:55 pm +
+
+
I've been meaning to rewrite it using Crafty's engine, however, it will have to wait + until Crafty is done. I don't mean to abandon TG, I just have so many other projects that it's hard to + keep them all alive at the same time.
+
+ Just an idea, but if you have a section of terrain that you'd like to invert, you could lock the rest of + the terrain, then scale that section by -1.
+

+
+
+
15. []v[]Posted: Sep 26th, 2007 - 4:50:39 am +
+
+
I used this to create my cave in Castle Attack. cheers.
+

+
[ 1 2 + ]

+
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Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Terrain_Generator-Tutorials/Terrain_Generator_Map_Files.html b/subpages/Terrain_Generator-Tutorials/Terrain_Generator_Map_Files.html new file mode 100644 index 0000000..b436799 --- /dev/null +++ b/subpages/Terrain_Generator-Tutorials/Terrain_Generator_Map_Files.html @@ -0,0 +1,634 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
Terrain + Generator Map Files - NemPosted: Jul 1st, 2003 - 3:38:42 pm +
+
+
Data Types:

+ +
+ + + + + + + + + + + + + + + + + + + + + + + +
+
Type
+
+
Description
+
+ int + + 32 Bit Integer +
+ float + + 32 Bit IEEE Floating Point Number +
+ bool + + 8 Bit Boolean +
+ string + + Variable Length String. (An int followed by an ASCII char array, no null terminator.) +
+
+ +

+ Structures:
+ +

Header:

+
+ typedef struct Header300 + { + int XSize; // Number of vertices on the X axis. + int YSize; // Number of vertices on the Y axis. + float QuadSize; // Length of each quad. + } Header300; +
+ +

Vertex3f:

+
+ typedef struct Vertex3f + { + float X; + float Y; + float Z; + } Vertex3f; +
+ +

Vertex2f:

+
+ typedef struct Vertex2f + { + float U; + float V; + } Vertex2f; +
+ +

TG Vertex:

+
+ typedef struct TGVertex + { + Vertex3f Vertex; // X,Y,Z coordinates of vertex. + bool Locked; // Vertex locked. + } TGVertex; +
+ +

TG Face:

+
+ typedef struct TGFace + { + string Texture; // Texture name. + Vertex2f Shift; // Texture shift. + Vertex2f Scale; // Texture Scale. + float Rotation; // Texture rotation in degrees. + } TGFace; +
+ +

+ File Layout:
+ +

TGM File:

+
+ { + string Version; // TGM Version ('TGM300'). + Header300 Header; // Header information. + TGVertex Vertices[]; // Array of Vertices. + TGFace Faces[]; // Array of Faces. + } +
+
+
+
Modified: Jul 1st, 2003 - 3:55:46 pm[ 26548 Views ] +
+
+

+
[ 1 2 + ]

+
+
+
1. tonfPosted: Jul 18th, 2007 - 1:26:51 pm +
+
+
hi nem,
how do implement your string type? Is it in a library or #include + somewhere already?
I did typedef char* string; and my prog compiled but I suspect that isn't how it + is supposed to be done.
When you say "An int followed by an ASCII char array, no null terminator." + do you mean the int stores the length of the char array, maybe like:
struct string
{
int + length;
char[] txt;
+ };
+
+ Thx for your help
+

+
+
+
2. NemPosted: Jul 18th, 2007 - 2:12:12 pm +
+
+
They'd appear as the struct you declared in the file, but they're variable length, so + you can't read them directly as a struct. This should work:

+
Code:
+
int iLength = 0;
fread(&iLength, sizeof(int), 1, pFile);
char *lpString = + new char[iLength + 1];
fread(lpString, sizeof(char), iLength, pFile);
lpString[iLength] = '\0'; +
+
+

+
+
+
3. tonfPosted: Jul 19th, 2007 - 1:36:41 pm +
+
+
hey nem, thanks for the info.
+
+

+
+
+
4. tonfPosted: Jul 19th, 2007 - 5:40:55 pm +
+
+
hey nem, i got another question:
+ i was reading the texture area of a file and there seems to be a lot more TGFace items than i thought. I + was assuming that there were 2 TGFace items in the array for every square created by the grid of points. + I kept reading more and more than that trying to find the end of the file and there was way more than I + expected. Thanks for your help.
+

+
+
+
5. NemPosted: Jul 19th, 2007 - 6:47:18 pm +
+
+
Not sure if you're asking a question, but to clarify, there are Header300.XSize * + Header300.YSize vertices and (Header300.XSize - 1) * (Header300.YSize - 1) faces. If you only want the + height data, then you only need to read the first vertex section, if you want the texture data, you have + to read the second face section. To interpret the second section, think of the terrain consisting of + strips of quads; there is one face per quad.
+

+
+
+
6. tonfPosted: Jul 19th, 2007 - 7:33:47 pm +
+
+
here's the code when i assumed the faces were triangles, 2 per quad, which is twice + as many as what you are saying:

[code]
int numtriangles = 2 * (m_Header->XSize-1) * + (m_Header->YSize-1);
m_Faces = new TGFace[numtriangles];
for (i=0; i < numtriangles; + i++)
{
fread(&iStrLength, sizeof(int), 1, pFile);
m_Faces[i].Texture.length = + iStrLength;
m_Faces[i].Texture.txt = new char[iStrLength];
fread(&m_Faces[i].Texture.txt, + sizeof(char), iStrLength, pFile);
//m_Faces[i].Texture.txt[iStrLength+1] = "\0";
+ fread(&m_Faces[i].Shift, sizeof(Vertex2f), 1, pFile);
fread(&m_Faces[i].Scale, + sizeof(Vertex2f), 1, pFile);
fread(&m_Faces[i].Rotation, sizeof(float), 1, pFile);
printf + ("%f %f\n",m_Faces[i].Rotation,m_Faces[i].Rotation);
printf ("%s\n",m_Faces[i].Texture.txt);
+ }
printf ("%d %d",numverts, i);
[/code]
+ I'm testing with a 121 point (11 x 11) file, and the value of "i" at the end prints 200.
+
+ I should have definitely faulted or reached EOF, but it doesn't. I even went higher than numtriangles + iterations, and it still didn't fault.
+
+ This code is from right after reading the vertex info which i verified was read correctly and + completely.
+ The values printed by the printf for Shift,Scale, and Rotation are all zero's (as opposed to random + garbage).
+ The texture printf prints a blank.
+
+ Also, i never assigned a texture to my test file (or even loaded a wad)., which may have something to do + with it.
+
+ I'm basically confused how come the file seems to be so much bigger than it should be.
+
+ thanks
+

+
+
+
7. tonfPosted: Jul 20th, 2007 - 1:55:33 pm +
+
+
sorry for the hassle, i just discovered that you can read past the end of the file + and not throw an exception. Very un c/c++ like. Twas like you said of course.
+
+ This may have been discussed elsewhere on the site, but does TG have the ability to increase/decrease + number of points while keeping height info intact? And also, can TG clip parts of a terrain (and/or + paste or save them somewhere)?
+
+ I played with TG a little, but not completely and i didn't see anything like this.
+
+
+

+
+
+
8. NemPosted: Jul 21st, 2007 - 8:09:58 pm +
+
+
Each quad (pair of triangles) has one face, so you're reading in twice as many faces + as you need to.
+
+ You cannot adjust the number of vertices per axis after you've created your terrain in TG. I'm not sure + what you mean by clipping the terrain.
+

+
+
+
9. tonfModified: Aug 13th, 2007 - 6:51:51 pm +
+
+
i wrote a console program which does things to the terrain files. Here's the README. + Let me know if you want it posted here and/or if you want the code posted here. The repointing part + isn't perfect, but it's not bad.

here's the readme:
+
readme:
+

This program splits, scales, and/or adds/subtracts points from files created by + Nem's excellent terrain generator.

You should back up any files you don't want modified/lost + and/or read this whole thing before you use this.

This program is written in c++ and currently + only runs properly on linux, bsd, etc but not on windows, I believe because of different + implementations of "strtok". It builds on windows, and is so close to running, but alas I got fed up + with it, and it dogged me. It needs to run on windows bad because that is where the actual terrain + generator made by Nem runs. If anybody can fix this and get it to run on windows, that would be so + freaking awesome. It should be simple for anybody familiar with processing strings in c++ (which I + ain't). The bug is in main.cpp in the function LoadConfigFile where the config file is being read to + load the commands.

Also, this program isn't super user-friendly, as in if you specify the wrong + file on the command line or don't pass in the correct number or type of parameters in the config file, + it will simply crash without telling you anything in most cases (sometimes writing a giant core dump + file, if you have core dumps turned on). So if that happens, you need to go back and scrutinize all + your spelling, number of parameters, etc.

This program is run on the command line + like:
tgmanip filename
or
tgmanip filename <configfile>

"filename" is the name + of your terrain file, and <configfile> is the name of the file that tells the program what to + do.
If the program is run without specifying a config file, the program will look for a file in the + same directory as the terrain file with the same name but with a .cfg extension instead. If it can't + find a config file to use, it won't run.
If your paths have spaces in them, use quotes.

The + commands in the config file are:
split <numbercolumns> [<numberrows>]
scale + [sections] <factor> [<scaleZ>]
repoint [sections] <factor>
scroll + <xfactor> <yfactor>
rotate <number of quarter turns in counterclockwise + direction>
join <filename1> <filename2> <vertically>

Note the special + word: sections.

"split" will split the terrain into <numbercolumns> * <numberrows> + new files (without changing the original) which are the sections of the original. If + <numberrows> is omitted, then it will be the same as <numbercolumns>.

"scale" is + pretty obvious. Pass in a number. The number 1 would keep the same scale. Negative numbers will mirror + it twice, which essentially just rotates it 180 degrees. If the parameter <scaleZ> is not 0 or + omitted, then the heights will scale, otherwise they'll remain the same.

"repoint" multiplies + the current number of quads along the x axis times <factor> to come up with the new number of + quads along the x axis while maintaining the same size terrain. So again, giving it 1 will keep it the + same. Specifying a number less than 1 will subtract information from the terrain. Working with + rectangular (as opposed to perfectly square) grids can possibly result in a loss of information (a + strip across the top of the grid) if the resulting new quad size doesn't divide perfectly into the + overall height (y axis) of the grid.
The algorithm for figuring out the z values of the new points + isn't very sophisticated (ie doesn't use calculus) or psychic (not sure if calculus would help), it + only looks good if you repoint by a factor of 2 at a time. See below for good workaround. If somebody + can figure this out, that would be awesome.

"scroll" will scroll the terrain by <xfactor> + along the x axis and by <yfactor> along the y axis. A factor of 1 makes it scroll all the way + around and end up where it began, essentially doing nothing, which is what should be done (instead of + specifying 0) if you don't want it scrolled any in that particular direction.

"rotate" will + rotate the terrain by 90 degrees in the counterclockwise direction for every quarter turn + specified.

"join" takes 2 terrain files and joins them together into 1 terrain file. If + <vertically> is 0, the terrains will be joined side by side, otherwise they will be one above + the other (along the y axis). The resulting file does not have to exist beforehand and will be named + the same as the config file except with a .tgm extension. See below.


If you put the word + "sections" after a command, it does the command to all the sections (without modifying the original). + Otherwise it will modify the original.
There must already be a "split" command before specifying + "sections" in any commands. Also, the program doesn't support recursively splitting sections (unless + you manually run it again).

Examples for a config file:
+
Code:
+

# pound sign is for comments in the config file

# simply add more detail + to the original -
# Doing a repoint to add more detail with any value other than 2 makes it look + wacked,
# so if you want more detail than twice as much (like 4 times as much), simply call
# + "repoint 2" twice
repoint 2
repoint 2

# split the file into 16 new files, scale them all + out to be bigger without scaling the height, add lots more detail to all of them
split 4 4
scale + sections 2 0
repoint sections 2
repoint sections 2
repoint sections 2

# split a + terrain across the center horizontally into 2 pieces
split 1 2

# scroll a terrain 30% to the + right, but not at all up and down
scroll .3 1

# scroll all the newly made sections 50% in + both axes (don't know why you would want this)
scroll sections .5 .5

# rotate a terrain 270 + degrees (3 quarter turns to the left)
rotate 3

# join 2 files side by side
join + foothills.tgm bigassmountain.tgm 0

# or vertically
join foothills.tgm bigassmountain.tgm + 1

# the resulting terrain file will be named the same as the config file (with a .tgm + extension) that
# the join command is in even if the terrain file doesn't exist yet. So you would + make for example a config
# file named "joined.cfg" and on the command line say:
# tgmanip + joined.tgm
# even though the file "joined.tgm" doesn't exist yet.
+
+

+
+
+
10. tonfPosted: Jul 25th, 2007 - 8:26:47 pm +
+
+
lol i totally borked the page
+

+
+
+
11. tonfPosted: Jul 26th, 2007 - 12:43:42 pm +
+
+
thx for fixing my ignorant formatting. I'll try to find a place to post this program + for download if you don't want to host it. If you do, that would be great, but i can probably find a + place in a few days or so. If you want some of the code to incorporate into TG lemme know and i'll + post/send it. I'm probably going to add some more functions like scrolling and concatenating soon + too.
+ BTW im doing all this so i can more easily make a planet, in case you're wondering why any of this is + useful.
+

+
+
+
12. NemPosted: Aug 1st, 2007 - 12:28:48 pm +
+
+
If you can post a link to the download, I'll put it in a more prominent spot.
+
+ The current version of TG is quite inefficient, I've meant to rewrite it for well over a year, but I + haven't had much of a chance.
+

+
+
+
13. tonfPosted: Aug 6th, 2007 - 4:51:38 pm +
+
+
Yeah i know how the "haven't had much of a chance" thing goes. I'm surprised I + managed to get as far as I did.
+
+ There is a problem with my program. I developed it on linux, where it works fine, but the part that + parses the config file for instructions is broken on the windows build due to (I strongly suspect) + different implementations of the function "strtok" between the windows version of c++ and the linux + version. String manipulating/parsing in c++ for me is a frustrating bitch.
+
+ I tried to tweak it so it wouldn't seg fault on the windows build, but I started pulling my hair out + real soon so i said "fuggit". I'll probably retry soon though because I'm kind of getting tired of + transferring giant files all the time.
+
+ I've added scrolling, but got sidetracked from adding concatenating and rotating, so here's what I might + can do:
+ I can post everything I have somewhere, work on rotating and concatenating, and maybe some helpful soul + in the meantime will fix the string parsing thing on windows.
+

+
+
+
14. tonfPosted: Aug 6th, 2007 - 11:24:53 pm +
+
+
It's at:
http://planet.insteadofwork.com
+
+ Feel free to use whatever code you want if you find it useful.
+
+ I'm adding concatenating files and rotating soon.
+
+ BTW the archives contain the source code, linux binary, and a visual studio .vcproj file and a README + file.
+

+
+
+
15. tonfPosted: Aug 7th, 2007 - 11:59:54 pm +
+
+
yo hang on making that more public yet. Textures were broken, but now they're fixed, + and all I've got left now is rotate
+

+
[ 1 2 + ]

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Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file -- cgit v1.2.3